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* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
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* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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*/
using System;
using System.Collections.Generic;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes
{
public class Border
{
///
/// Line perpendicular to the Direction Cardinal. Z value is the
///
public Vector3 BorderLine = Vector3.Zero;
///
/// Direction cardinal of the border, think, 'which side of the region this is'. EX South border: Cardinal.S
///
public Cardinals CrossDirection = Cardinals.N;
public uint TriggerRegionX = 0;
public uint TriggerRegionY = 0;
public Border()
{
}
///
/// Creates a Border. The line is perpendicular to the direction cardinal.
/// IE: if the direction cardinal is South, the line is West->East
///
/// The starting point for the line of the border.
/// The position of an object must be greater then this for this border to trigger.
/// Perpendicular to the direction cardinal
/// The ending point for the line of the border.
/// The position of an object must be less then this for this border to trigger.
/// Perpendicular to the direction cardinal
/// The position that triggers border the border
/// cross parallel to the direction cardinal. On the North cardinal, this
/// normally 256. On the South cardinal, it's normally 0. Any position past this
/// point on the cartesian coordinate will trigger the border cross as long as it
/// falls within the line start and the line end.
/// When this border triggers, teleport to this regionX
/// in the grid
/// When this border triggers, teleport to this regionY
/// in the grid
/// Cardinal for border direction. Think, 'which side of the
/// region is this'
public Border(float lineStart, float lineEnd, float triggerCoordinate, uint triggerRegionX,
uint triggerRegionY, Cardinals direction)
{
BorderLine = new Vector3(lineStart,lineEnd,triggerCoordinate);
CrossDirection = direction;
TriggerRegionX = triggerRegionX;
TriggerRegionY = triggerRegionY;
}
public bool TestCross(Vector3 position)
{
bool result = false;
switch (CrossDirection)
{
case Cardinals.N: // x+0, y+1
if (position.X >= BorderLine.X && position.X <=BorderLine.Y && position.Y > BorderLine.Z )
{
return true;
}
break;
case Cardinals.NE: // x+1, y+1
break;
case Cardinals.E: // x+1, y+0
if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X > BorderLine.Z)
{
return true;
}
break;
case Cardinals.SE: // x+1, y-1
break;
case Cardinals.S: // x+0, y-1
if (position.X >= BorderLine.X && position.X <= BorderLine.Y && position.Y-1 < BorderLine.Z)
{
return true;
}
break;
case Cardinals.SW: // x-1, y-1
break;
case Cardinals.W: // x-1, y+0
if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X-1 < BorderLine.Z)
{
return true;
}
break;
case Cardinals.NW: // x-1, y+1
break;
}
return result;
}
public float Extent
{
get
{
switch (CrossDirection)
{
case Cardinals.N:
break;
case Cardinals.S:
break;
case Cardinals.W:
break;
case Cardinals.E:
break;
}
return 0;
}
}
}
}